University of California, Berkeley
EECS Dept, CS Division
Jordan Smith SLIDE: Scene Language for
Interactive Dynamic Environments
Prof. Carlo H. Séquin

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SLIDE Implementation Specification

SLIDE Class Hierarchy

The following is a diagram of the SLIDE C++ class hierarchy. Subclasses point up to their superclasses. Every textual SLIDE language element has a corresponding C++ class which represents its type in the run time viewer program. Notice that most SLIDE types are directly or indirectly a subclass of CSLIDEPrimitive.

Notice that CSLIDEObject, CSLIDEGroup, and CSLIDEInstance all share a common superclass, CSLIDENode. This common CSLIDENode type eases the management of the scene graph DAG.

Notice that CSLIDERotate, CSLIDEScale, and CSLIDETranslate all share a common superclass, CSLIDETransform. This common CSLIDETransform type eases the management of transforms in the CSLIDEInstance class.

The classes which appear in red have had portions of their implementations removed. You need to complete the functionality of these classes.

SLIDE Camera

You will only be using the (Xmin Ymin) (Xmax Ymax) portion of the CSLIDECamera's frustum statement for this assignment. This is the description of the world window in the scene.


The CBound class maintains a pool of Vertex objects for quick use during clipping. Vertices can be allocated using CBound::AllocateVertex() and deallocated using DeallocateVertex(Vertex *pvx). This pool is designed to speed up allocation of the temporary structures needed for clipping, but you do not have to use them.


The CBound class is where a lot of your work will be done in this assignment. It is responsible for bounding box culling with its Intersect method. It is also responsible for polygon clipping.

Outline of Viewer Execution

For more information and diagrams checkout the SLIDE Rendering Pipeline Page. Note: Ignore the rendering pass described there and follow the one described at the bottom of this page instead.

LOD Flags

You will need to modify the Preprocess(), PreprocessGraph(), Update(), and UpdateGraph() to deal properly with the LOD flags. You also need to consider the LOD flags in the Rendering pass.


The following graph shows what should be happening for a single face in the rendering process, starting with the HandleDisplay callback on the CWindow object. Note that the matrix notation used in the diagram is ROW VECTOR form, and you will be coding COLUMN VECTORS in the project. The red blocks indicate which portions of the rendering pipeline have changed since the last assignment. These are the ones which you will be creating.

You can also download the postscript version of this graph:

Suggested Plan of Attack

  1. Fix the viewport mapping and transformations found in the Matrix and CSLIDERender classes.
  2. Implement the LOD flags (this is very similar to last weeks assignment)
  3. Implement bounding box culling
  4. Implement polygon clipping

This page was originally built by Jordan Smith.

Last modified: Sunday, 21-Feb-1999 12:42:23 PST